SWTOR 4.0 Pyrotech Powertech PvE Guide by Kwerty
SWTOR 4.0 Pyrotech Powertech PvE Guide by Kwerty.
- 1 Introduction to AP Powertech
- 2 Character Setup
- 3 Passives
- 4 Abilities
- 5 Rotation
- 6 Final Notes
- 7 About the Author
Introduction to AP Powertech
Reeling over the recent AP Nerfs? Want your PT to pull competitive numbers in fights where mobility, burst damage, and survivability aren’t a problem? Love throwing fire everywhere? Then Pyro is the spec for you!
Pulling competitive numbers, as well as having excellent AoE damage and surprisingly good target swapping for a DoT spec, Pyrotech is currently the best spec for a PT, should the right conditions be met.
Before we go forward, I’d like to recommend you have both the Sundered and Assailable debuffs available to your raid team, as without them AP will be better than Pyro (Sundered, Pyro will come ahead, but the bonus from sundered given by AP will be better than the bonus from speccing Pyro)
Defensively though, you have to be careful. Due to a lack of the 30% AoE damage reduction utility, your only real defensive is from Kolto Overload, though thanks to the passive Automated Defenses, that is up every minute or so, and while its active you are pretty much immortal.
Single Target Damage: 7/10
Pulling in at the middle of the pack, Pyro’s numbers could definitely be better, but thanks to its excellent AoE and having a number of advantages similar to (though not in the extreme extent of) AP means that you can compete with other, higher performing disciplines such as Marauders or Mercenaries.
AoE Damage: 9/10
Yeah its not a Marksman or Engineering sniper who gets a stupidly powerful 8m radius AoE without a cooldown, but what it does have is a very strong flamethrower that puts a 15 second long DoT effect on everything it hits. And that can get quite ridiculous.
Burst Damage: 7/10
Despite having over 20% of its damage tied up in DoT effects, Pyro is surprisingly bursty. Having an auto-crit every 15 seconds on Rail Shot, as well as the powerful offensive cooldowns of Explosive Fuel and Shoulder Cannon, Pyro is a passable spec when burst damage is required.
Raid Utility: 7/10
With access to a taunt, a low cooldown on Kolto Overload, and a reduced cooldown on Sonic Rebounder, Pyro has access to a decent amount of raid utility. However, it lacks access to any powerful debuffs such as Assailable or Sundered, and when acting as an off-tank you can only pull it off for about 8 seconds before you melt, so keep that in mind when going in as Pyro.
While it does retain the Heavy armor and better defensives provided by the discipline of AP, Pyro is lacking the all important AoE damage reduction. As such, you have to be extra careful around specific AoE hits, as ones that would do half your health in AP will almost kill you outright in Pyro. Regardless, Pyro’s survivability in PvE is quite good, and not something to look down on them about despite the lack of AoE damage reduction.
Stance and Basic Gear Overview
As a DPS, one of the biggest things that influences your output is how you set up your character beforehand. As such, you should ensure you have the following:
- Make sure your character is using Combustible Gas Cylinder. This will cause your attacks to ignite the target, as well as enable a number of your procs.
- Get your accuracy to 100%. This requires slightly more than 680 rating
- Make sure you are using a set bonus. The higher the rating the better, but you definately need the 6-piece combat tech’s set bonus due to the huge increase in potential it provides. Worst case scenario, grab a set bonus from the PvP vendor (rating 204), as the bonus can fill remaining slots from the 216/220/224 gear.
- Avoid using enhancement from MK-4 gear (Common/Glowing/Radiant data crystals gear). THESE ARE A TRAP. The extra health is not worth the loss in power. 198 enhancements that are properly itemized are better than the enhancements from the rating 220 gear for radiant data crystals
- With all that in mind, use Critical, Alacrity and Accuracy Augments. These are better than Mastery or Power augments.
- As for relics? Get yourself a Serendipitous assault relic, and a Focused retribution relic. The crafted rating 186 stuff is actually better than the stuff from the Radiant Data Crystals vendor, so go looking for those if you can’t get a better one. You can try for a Devastating Vengeance, though as it doesn’t have as big a boost as the SA/FR, it is slightly worse and requires a significantly different gearing strategy I haven’t really looked in to.
- Finally, you want to have approximately 2 alacrity to every 3 Crit Rating you have. Doing so will give you approximately the amount of Crit and Alacrity that you want
More detailed Gearing
Normally, i’d have some graphs here to explain how to properly gear and how the crit/alacrity curve. However, as i’ve been procrastinating like crazy to get this out, those graphs are coming Soon™. So, have some numbers.
These numbers were generated by Bant over on the SWTOR forums, and he uses a similar method to what I did with previous iterations of the guide.
Note that these numbers assume all the gear is obtained through Tokens (not data crystals!), which means its actual best-in-slot gear, as opposed to the traps offered by data crystal gear.
Also note there is a fair bit of leeway in these numbers, being able to go around 200 points in either direction for Crit/Alacrity before a noticeable change happens to DPS.
(E = Enhancement, A = Augment, C = Crystal)
- 2639 Power
- 1140 Critical (6xE,2xA, 2xC)
- 803 Alacrity (11xA)
- 681 Accuracy (4xE, 1xA)
- 2779 Power
- 1174 Critical (5xE, 4xA, 2xC)
- 845 Alacrity (3xE, 5xA)
- 685 Accuracy (2xE, 5xA)
- 2931 Power
- 1214 Critical (5xE, 4xA, 2xC)
- 869 Alacrity (3xE, 5xA)
- 701 Accuracy (2xE, 5xA)
- Pneumatic Boots – Increases movement speed by 15%
- Gyroscopic Allignment Jets – Whenever you are stunned, imobilized, knocked down or incapacitated, you vent 10 heat
- Reflective Armor – Whenever close and personal activates within 10m of the individual who activated it, you deal minor elemental damage as recoil
- Supressive Tools – Flame Burst and Flame Sweep slow all enemies they hit by 30%
- Bracer Propellant – Increases the range of Flame Burst by 2m and the radius of flame sweep by 1m
- Engulfing Flames – Flame Sweep does 25% more damage
- Iron Will – Reduces the CD of Hydraulic Overrides by 10 seconds and the CD of determination by 30 seconds
- Neural Delay – Neural Dart slows the target for the duration of the taunt.
- No Escape – Stealth Scan has its CD reduced by 5 seconds. In addition, Grapple will root the target it pulls for 3 seconds, and Stealth Scan roots anyone it reveals for 3 seconds.
- Pyro Shield – Deals recoil damage to enemies while Energy Shield is active.
- Torque Boosters – Increases the duration of Hydraulic Overrides by 4 seconds.
- Accelerated Reel – Grapples cooldown is reduced by 15 seconds.
- Sonic Rebounder – Sonic Missile puts a shield on nearby allies, causing them to reflect the next direct attack fired at them. Does not effect yourself.
- Prototype Electro Surge – Reduces the cooldown on Electro Dart by 10 seconds.
- Hitman – Reduces the cooldown on Quell by 2 seconds.
- Explored Area – Using Stealth Scan will cause allies in the area to gain a 50% speed boost. Does not affect yourself, and persists for 6 seconds on leaving the area.
- Shield Cannon – Each time you fire shoulder cannon, you are healed for 3% of your health.
- Enhanced Paralytics – Electro Dart and Carbonize’s stun effects last 1 second longer.
- Automated Suit – Adrenaline Rush will purge hard-stun effects from players.
- Liquid Cooling – Thermal Sensor Override will vent 10 heat over 5 seconds, and drop a minor amount of threat.
- Fuel Additives – Explosive Fuel will reduce damage taken by 5% when not in Ion Gas Cylinder, and increase damage by 5% when you are.
- Overdrive – Hydraulic Overrides provides an additional 45% move speed bonus while active (75% total)
- Efficient Suit – Grapple and Shoulder cannon now have 20m range, and Electro Dart and Carbonize no longer generate heat.
- Jet Speed – Jet Charge grants jet speed, which increases your move speed by 30% for 4 seconds. This duration is refreshed if you get hit while it is active.
Now most of these utilities are massive traps, but it is recommended that you take:
- Bracer Propellant- You would be surprised at how much extra movement you get from 2m. Its not the 5m it used to be, but it is still one of the best utilities here
- Iron Will – The reduced cooldown on Hydraulics is great for negating certain knockback mechanics, and also running around in non-mount zones of the operation
- Engulfing Flames – Is there a million adds and no AoEs going out? Take this!
- Reflective Armor – Is there any AoE going out at all? Take this!
Every other talent is either a trap (e.g. Pneumatic Boots, which isn’t as good as Iron Will because you rarely need a constant speed boost, and the reduced CD on the temporary one is better), or a PvP focused talent.
- Sonic Rebounder- This is your #1 raid mechanic benefit. It is able to negate a huge amount of big hits, and not taking it is letting your team down. Take it!
- Torque Boosters – The increased duration on Hydraulics is nice to have, so there is pretty much no downside to taking it.
- Pyro Shield – there is a LOT of raid damage in the operations now. This enables you to take Pyro Shield with piece of mind, knowing you are going to get huge benefits out of it. And with Jet Charge reducing the need for Hydraulics as a mobility tool, there is no better time to take Pyro Shield.
Other talents are definately traps. Hitman, for example, doesn’t reduce the amount of people you need to keep a target interrupted, and pretty much everything else is entirely for PvP.
- Overdrive – Yeah I know we don’t have the 40% uptime on hold the line we used to, and we’re even not recommending Torque Boosters much anymore. The point is though, this is still a ridiculous boost to the extra speed provided by Hydraulic Overrides. The burst of speed it provides is exactly what you need for dodging specific mechanics, without going overboard, and it is, in my opinion, a must have with only 1 exception: If you never have to move, ever, then dont take it (e.g. Nefra with an RDPS pulling the droids away)
- Liquid Cooling – The top priority for choice, allowing slightly more heat to play around with every 2 minutes, which is never a bad idea to go with.
- Shield Cannon – The less priority choice, take it when you need the extra healing because your healers are struggling. Not a top priority though.
Now while other talents may not be a trap or PvP focused (well, there are a couple), the other uses are on a per-fight basis, such as Enhanced Paralytics for Revanite Commanders, but you can’t really go wrong with the choices recommended above.
The Pyro discipline has the following talents gained by level up:
|FLAME SWEEP [FS] Powertech – Level 12Deals low elemental damage in an area around the Powertech. Replaces Flame Burst.
5m range, 15 heat.
The following opener is your best bet for maximum damage, as well as perfect cooldown synergy. Try to always keep to it.
Note: Jet Charge isn’t used because you can usually Hydraulics ->Scorch ->Incendiary Missle, and get there by the time you use Flaming Fist.[FSx2 before pull to charge superheated flamethrower] -> [Jet Charge if necessary] –> Scorch -> Incendiary Missile -> Flaming Fist -> [Offensive Cooldowns] Flamethrower -> Rail Shot -> Flame Burst -> Immolate -> Flame Burst -> Flaming Fist –> Flame Burst -> Incendiary Missile -> Flame Burst -> [Reserve Powercell] Flamethrower -> Rail Shot -> Flaming Fist -> Immolate -> Flame Burst -> Rapid Shots -> Rotation
Unlike AP, the rotation for Pyrotech is quite static. In fact, most of the ground work is already done in the opener. The only difference is you swap out the non-free flame bursts for rapid shots every so often for heat management, ensuring to use 1 resource cooldown every minute as to combo it with your set bonus.
The basics would be something like:
SCH -> IMS -> FF -> FT -> RS -> [FILLER1] -> IML -> FB -> FF –> [FILLER] -> IMS -> [FILLER] -> FT -> RS -> FF -> IML -> FB -> [FILLER3] –> Repeat
So how do we go about using fillers? Well, I’ve specifically marked Two of the fillers differently. The first filler (filler1) is the filler that will activate the 6-piece set bonus, if you have it. The other filler (Filler3) is the only filler which will not benefit from the 2-piece set bonus, and so normally can be assumed as always a rapid shots (though sometimes you still have excess heat to burn off so you can use a resource cooldown). So its simple. Every 60 seconds, you replace all the fillers with Flame Burst, and recover using a resource cooldown. Then you repeat the cycle once, only with all fillers as Rapid Shots, before repeating once again.
Depending on your APM though, depends on how many of those fillers can realistically be a flame burst in the heat burn cycle, so don’t go overboard on it. Pyro has an even worse time than AP in recovering heat due to a screwup, so a single mistake can cost you everything.
So what if there are multiple enemies? That’s where pyro shines.
Unlike AP, Pyro doesn’t have to worry about silly things like changing the entire rotation to accommodate mixing in a ton of AoEs. Hell, 30% of its damage is AoE without it even trying!
If that’s not enough AoE for you though, you can simply swap your Flame Bursts with Flame Sweeps, though i’d still keep the single Flame Burst that procs the set bonus (because auto-crits are awesome), and suddenly you’re pulling some of the best AoE numbers in the game.
With that huge amount of information out there, you now have everything you need to become a top-tier Pyro Powertech.
While I understand there are a few things still missing from this guide (Graphs showing Crit vs Alacrity, a video with a demonstration of the rotation, an example parse, some images to utilize for an easier understanding of stuff), this is the first draft of quite a few.
You can still find a video of the rotation here (https://www.youtube.com/watch?v=BiXiMTpqFwk), though note the video is from the 3.X cycle of the game, so the numbers wont be as big. The rotation hasn’t changed at all though.
Finally, I’d like to thank everyone for my patience in getting version 1 of this guide out. Keep your eyes peeled for the upcoming updates to it over the coming weeks, as well as the Plasmatech translation
About the Author
I’m Kwerty, the guy who wrote the 2.6+ Assault Vanguard/Tactics guides that used to be found on swtor.com, as well as the 3.X Vanguard and Powertech guides here on dulfy.net.
I’ve been an avid Star Wars fan for years, and have been playing this game for around 3 years, coming in at the time of NiM SnV/TFB, and moving on to progression raiding in late 2.7
I’d like to thank everyone in my raid team (currently raiding Imp Side on the Harbinger) in Dei ex Machina for all the loot, and putting up with my constant purchases of Combat Medic’s gear because the names are similar, and all the time I’ve stood in fire to get more damage out.
Enjoy the guide!